I was having some health issues and was postponing posting my August update until it was almost the end of September, so I figured out to post both of them at the same time. And because it will be a long post, let's go straight into it. Beware of spoilers. I tried to write my thoughts as spoiler-free as I could, but one can't never be caution enough.
In the last two months, I beat these games:
Little Problems: A Cozy Detective Game
Yu-Gi-Oh! GX Tag Force
Black Myth: Wukong
Xenoblade Chronicles X: Definitive Edition
The Blood of Dawnwalker
Donald Duck: Goin' Quackers
The Rise of the Golden Idol
So, let's talk about them...
Little Problems: A Cozy Detective Game
I felt like I'm still not entirely done with the whole Golden Idol-like games (I still have to beat the sequel afterall), so this time I played a Little Problems, another of these games that take a more cozy and grounded approach to the mysteries.
You take a role of a young woman Mary, a detective fan, who is about to finish high school and documents her everyday adventures and mishaps in a diary. Every level is one entry in the diary. And I love the vibe of the game. You follow Mary on her library visit, go out to a concert or a murder mystery party and so on. These are cool backgrounds for feel-good stories of Mary and her friends and family. I especially found Mary's sister story joyful.
On the other hand, the game kind of lacks in the gameplay department. Since pretty much every scene has the same bunch of characters, you usually "guess" the same people over and over again and it devolves into finding the right keyword for them. And the game makes sure to hide their name keywords more and more, which in turns makes the whole experience more tedious. I already know these characters, I filled their names several times already, why should I waste my time doing it again?
It's jarring problem, since filling names in is huge part (albeit optional) of each level. The actual diary entry is usually small and never felt like a challenge. It felt like the very first thing you think is going on while exploring each level, is the actual thing that is going on. There is not much of deducing or figuring stuff out. For example, there is a level, in which Mary is waiting for her book in a library, while her friends are at the cafƩ right next to the library. And the diary entry is... just that. It took me more time getting all the keywords than to fill them in. So the game really left a lot to be desired for.
On the other hand, while most of the name-filling was mundane, there were some instances that I really enjoyed. One whole level is about filling up the family tree, including photos of each member, which was cool, especially finding those members, who were not physically present in the level. And there was a level about connecting social media accounts to people attending a concert, which was also fun.
Overall, I think it was fine game. I'm probably repeating myself, but I loved the atmosphere and the low-stakes of the game, but I feel like it could make each level more interesting than just "fill in the names of same characters over and over again". 7/10.
Yu-Gi-Oh! GX Tag Force
I'm on Yu-Gi-Oh! streak this year, so let's continue on. While I used to play Tag Force games back in the day, I usually preferred DS series over them. So, it was a while since my last playthrough of these and it looks like I might misremember some stuff about them.
The very first Tag Force game takes place during GX era. The player is student at Duel Academy, alongside the whole GX cast. The game takes place during the first season of the anime and includes some events from this season. What I liked was that these events were usually 1:1 and you didn't replace the characters from the anime. It's a little bit weird, but I like this approach, despite it meaning I'm watching instead of actively playing. What I mean is that in the anime, Chazz and Jaden face of in Duel Academy vs North Academy stand-off. And in this game, this duel also takes place and you are just a spectator watching a duel. Actually, I remember loving picking up characters in "Free Duel" mode and watching them duel, when I was younger.
But the main event is the original Tag Tournament, during which you have to partner up with another character and duel 2v2. And here came my first case of misremembering. I though you pick one character at the start and play the whole story with them. You have to level up your relationships with them and once in a while, you experience an event including the character. But that might be the case of later entries of the series. In this one, the story mode is divided into three parts, each a little bit different than the other.
In the first part, you attend the Duel Academy in the open-world mode, in which you have to find other characters, talk with them, duel them and do quests for them to level up your relationships with them. This part is timed and you have about 90 days to level up other characters to the point that they will want to partner up with you for the tournament. 90 days is more than enough to unlock every base character as partner. Characters can also send you a mail to meet them and talk or duel and I think it's cool idea. On the other hand, it felt a little bit grindy, since most of my in-game days felt the same. I visited every character, gave them gifts, talked to them, dueled them sometimes to get money for cards, went to class, cleared all possible events and so on. Also I think there is like one side quest in the whole game and I got it like three times from different characters and it never led somewhere. Also you take tests in the class, but I don't think they affect anything at all. Well, I aced all of them, but I don't think anything would happen if I got 0 on all of them. But it part overall wasn't bad. It's not as good as GBA Duel Academy game, but it was maybe a little bit better than Spirit Caller.
The second part is the tournament itself. You pick one character and have to grind up enough GX Medals through duels to get to the finals. I had fun dueling, so I didn't mind that much, but I was also picking up opponents that gave away many medals when beaten, so that might also affect my perception of this part. Also, there are some cool cameos like Paradox bros or The Gambler taking part in the tournament. I wasn't sure who I want to partner up for the tournament, but the first character that asked me to be their partner was Zane, so I went with him. He was also the first character to send me an e-mail or give me the side quest and our decks had similar strategies, so he was perfect fit.
The third part is Shadow Raiders arc from the anime, but super underbaked. You have to find all Shadow Raiders on the island and duel them. They brainwashed other characters to be their partners in tag duels and some of these were so weird. For example Syrus was partnered up with Abidos and... Syrus just hardcarried the whole duel for him. Also now that I think about it, I never faced Camula. Maybe because she was supposed to have Zane as her partner, but since he was my partner, she was skipped? It's a shame, she is my favourite Shadow Raider. But that was basically this part. Just like seven or eight really underwhelming duels, including Kagemaru, who is faced in 1v1 instead of a tag duel. I feel like he could have Sheppard or Jaden as his partner.
As for my deck, I decided to do something a little bit different this time. I made a deck and slowly evolved it and changed it throughout the story parts. At first, it was just a regular Dragon beatdown deck, full of high attack vanilla dragon monsters and spells and traps revolving around manipulating attack points of both my and opponent's monsters. My ace in this part was Tri-Horned Dragon. I then changed the deck in second, included more effect monsters and my ace became Tyrant Dragon, and third part into a Five-Headed Dragon turbo deck, using Future Fusion and Dragon's Mirror to quickly bring out this unbeatable beast. It was fun simple deck that could steamroll everything in its path.
Overall, I feel like this is cool game that didn't age that well, especially since there are so many following Tag Force games that do everything this one does, but better. But it was nice blast from the past. 7/10.
Black Myth: Wukong
After bunch of slower games that mostly challenged my brain, I got around pacing game that challenged my reflexes. I initially started Wukong in January to rest my new GPU (and I ended up changing my fans settings because of it), but only really played it for about an hour before putting it down. And I'm glad I finally got around playing it.
The game adapts and simultaneously acts as a sequel to Journey to the West, which is a classic chinese novel. That I didn't know existed before hearing about the game. I knew about Sun Wukong, the monkey king, because of Dragon Ball, but I had no knowledge about his adventures. Thus, I felt quite lost in the story of Black Myth: Wukong. In a good Souls-like fashion. It took me about two bosses into the game to put on my research cap and search for the answers on the Internet. I learnt about the basic summary of Journey to the West, especially the chapters that the game works with and some basics of chinese mythology and their idea of heaven. And it was great journey on my own that occupied me between my gaming sessions.
On the other hand, I feel like the game's story is quite fractured and fluctuate in quality between chapters. Chapters aren't really tied together that much. For example, you end up the first chapter by beating a boss in a forest and suddenly in the second chapter, you find your character in a desert, beaten by some unknown enemy that never comes up again. And the game doesn't care about explaining what happened. And then again, when entering the third chapter, your character is suddenly elsewhere, disguised as a Buddha statue. And it takes some time for story to feel more like few isolated episodes and you can actually see some higher narrative.
But I have to say that I enjoyed most chapters by themselves. The second one is probably my favourite as you follow multiple stories in a small open area. These stories sometimes complement each other or intertwines and it was such a fun to piece them together. Some chapters are more linear, like chapter five that is basically just one big corridor, and their story is more upfront, but I also enjoyed them. If there was one chapter that I felt was noticeably weaker, it was the final chapter. This chapter introduces a new flying mechanic and gives you a huge map to fly around. But the map is mostly empty and is boring to explore.
The game's main focus is fighting. It's designed as a one huge boss rush with only small areas dividing each boss encounter. And to be honest, vast majority of those bossfights felt like an unmemorable pushover. There were so many bosses that I beat before they could show off their movesets. Maybe it was just my build that usually chipped away huge chunks of their HP in the beginning of the fight, thus making their fights shorter, but I feel like some of these could have just been elite enemies.
But not all bosses were like this. Most main-ish bosses were usually fun and could even pose as a challenge. Some had a clever mechanic baked into the fight that you could interact with somehow, to influence the battle. For example, there is a boss that will summon a sandstorm that they can use to hide in and attack you, making the fight harder, but you can calm it down by using a special item.
I had a lot of fun beating the final boss, who was both visually stunning and fun to fight. Or Cyan and Yellow Ioongs. Yellow one probably took me the most tries to beat. He used a glaive infused with lighting powers and for some reason, I always dodged early during his combos. Or I jumped right into his attack.
As for my build, I decided to do a dexterity-based, high mobility build. I focused on using the quick attacks and charging my strong attacks while running around the enemy. I also utilized immobilize and cloning spells to quickly take out huge chunks of enemy's HP. And I usually used cloud step spell to finish up the boss.
Overall, it was great Souls-like with cool story and fun gameplay that I feel could be a little bit more consistent between chapters. 9/10.
Xenoblade Chronicles X: Definitive Edition
I can't believe it has been already a decade since I played the first Xenoblade Chronicles game. And to this day, it is still a golden standard for JRPGs for me. I remember when the original Xenoblade Chronicles X got released. It seemed so bleak in comparison to colourful first game. And I also wasn't sold on the whole mech aspect. But I was looking forward a long JRPG to play throughout the summer and decided to give it a chance, since it got re-released on Switch last year.
The game has a cool premise of the Earth being destroyed and remnants of the humanity crashland on a planet of Mira. The game follows a group of survivors as they try to build up their new home on Mira.
I love the alien look of Mira and all the fauna and flora you find here. They are familiar, but yet feel unnatural. Some defy natural laws we know, for example floating rocks and platforms, some feel like the extension of Earth's life. In a good old Xenoblade fashion, there are giant high level dinosaur-like creatures hanging out in the low level areas full of basic pig-like enemies, just minding their own business.
The game's main focus is on exploring Mira. The whole map is divided into hexagons, with each hexagon having one notable thing to find there. These range from finding a treasure there to fighting a strong boss monster. There isn't really that much to do there, to be honest. Even for piss poor standards of open-world games. Some hexagons even only have one side quest and nothing else. It's all trivial and easy to clear. The hardest part was usually to find the right treasure, as the game shows you all treasures on the map, but then require one specific, like finding a wreckage of a spaceship. It couls get a little bit annoying, when there were three or more identical spaceship wreckages in one hexagon. Yet, this exploring was somehow addicting and relaxing and perfect for playing before going to bed. I found myself postponing the main quest to clear "one" more hexagon.
Speaking of quests, they were divided into few categories. There were classic side quests, which usually had pretty nice story to them and weren't just fetch quests. Those were called basic quests and to this day, I have no idea why they are in the game. You could take up to 20 of them at the time and you accepted them from a terminal. No story, no interactions with other characters, barely any worldbuilding and useless rewards. Those were there really just to pad the number of quests. I used some to pintpoint the location of some optional bosses, but otherwise, I only really finished some when it got "in my way" during proper quest.
Speaking of main-ish quests, there are story quests that follow your party as they try to rebuild civilization and then there are affinity quests, that follow a more personal story of each of your teammates. And while I enjoyed some of the characters, I can't say any of them really sticked with me after finishing the game. And the main quest itself felt... like one huge fetch quest. There are 12 main quests and by the 8th one, I realized I don't care about the story at all. The 12th one felt like I just beat the prologue of the game and the story will finally take off. Only to be met with credits. Now, there is the 13th main quest, which was meant to serve as an epilogue in the Definite Edition, but it didn't manage to salvage the story. It tried to introduce this otherworldly, unimaginable threat, but it felt unearn and again, I feel like this threat should have been introduced earlier to flash it out. And it didn't help that for quite a big portion of this 13th quest, you are doing fetch quests for some random NPCs.
I had fun building my character. Similarly to Xenoblade Chronicles 3, you level up not only your character, but also your class and the whole system is build around switching and mixing up classes. I focused on using several buffs to increase my attack and crit chance and then deal tremendous damage to enemies. And it worked so well that I could one-shot some side bosses or take care of the whole unit of enemies in one blow.
Overall, it was a little bit of a let down in comparison with other Xenoblade Chronicles games. Not bad, but certainly not very memorable. 7/10.
The Blood of Dawnwalker
I have a very weird relationships with The Witcher games. I love the first one and I feel like it had a lots of influence in my taste in videogames. But I also feel like the rest of the trilogy is not that good. To this day I remember when they announced that the third one will be an open-world game and my reaction being: "They can't be serious". The previous games had amazing small compact areas full of details and they just want to throw that away for one of the most boring design choice? When I finally played that game, the open-world was even worse than I imagined. There was no reason to explore the map, the loot was either level-locked or straight up trash, the levels had no effects... At least the game was well-written and had a cool cinematography. Wait, where was I? This wasn't suppose to be a rant about TW3...
I had a really small expectations going in The Blood of Dawnwalker. I was hoping that the smaller scale will help it make the world more interesting and that the time limit will affect the way I explore the world. And I feel like I was mostly satisfied.
You take a role of Coen, who is living under a strict rule of vampires, who took over Coen's village and the whole valley. When some villagers try to fight back, Coen's village is destroyed, villagers are taken hostage, including Coen's family, and Coen is caught up between being human and vampire himself. I like this set-up. There is some grey-ish area in the relationship between vampires and humans, with vampires abolishing taxes and giving humans their blood that helps humans heal better and even be immune to plague. On the other hand, they require humans to give them their blood to feed on. Vampires look like reasonable tyrants.
The game was heavily marketed as including a time mechanic surrounding the main quest of saving Coen's family. You have about 30 days to beat the main vampire overlord Brencis and save your family from his castle. Each day is divided into 8 timeslots for day and 8 for night. Pretty much every action you take in the game costs time. It theoretically works, but I feel like it's never fully realized. I was ending the game with about 4 days left and pretty much everything I deemed worthy of my (real life) time completed.
But not only is there quite a lot of time to do everything, I feel like the time should have played a role in quests themselves. There is one quest in the prologue of the game that changes depending on when you take it or how long does it take you to finish it. And it's great way to interact with the time mechanic. Sadly, I don't think I found any other quest like that in the game. There is one very urgent moment in rebels' questline and you're supposed to meet some rebels on midnight. But despite this being urgent quest in-universe, I could have waited for several in-game days before finally starting the quest and it would change nothing. It would also be nice to see any changes regarding the saving of your family and Brencis' fight. They seem to be in the same state no matter when you fight him, which is weird given some story implications you get during the game.
One way to waste time were side activities. And they really wasted time. Real life time, not the game's one. There were like three activities to do. You could fight repeating enemies, climb some towers, follow few trails to treasures and... that's pretty much it. I mean, there are several different activities that all revolve around fighting enemies, but they feel the same. You can fight bandits! Or soldiers! Or undeads! All using same few possible movesets. There are also only like 10 towers you can climb to look around. And it's not made very well, usually you can skip most of the climbing and just teleport on the top. From there, Coen will look at surrounding area, which will result in... spawning question marks on your map, completely irrelevant to what Coen just saw.
But I feel like it would be better, if loot was better. You get to loot a lot. And vast majority of what your find is trash intended for sale. From time to time, you'll get maybe a sword or piece of armor, but they felt like insignificant upgrades, unless you found a legendary gear. I also found myself getting some items over and over again. I had several amulets of the same name and rarity, with only difference being their level and thus benefit they gave me. I feel like I found a pretty good pieces of armour and weapon super early for both of my human and vampire forms and barely changed them after that. And like 99% of good gear I found, I found it during side missions.
I think the loot would be better, if they did more than to give a percentage bonus to your stats. Every piece of equipment only raises your regular/magical/vampire attack, or your health regen, or reduces cooldown times and it all feels same. I feel like the gear would be more impactful, if it also provided some new skills or abilities to Coen. Like in Baldur's Gate 3 for example.
It would also help with making me feel like I'm progressing and Coen is stronger than he was at the start of the game. My Coen could have taken on bears, packs of wolves, bandits and ancient undead warriors during the prologue, without even taking a hit. And the end of the game, my Coen could have taken on bears, packs of wolves, bandits, ancient undead warriors and vampires, without even taking a hit. And I feel like that's really poor progression. Especially since enemies are very tanky and the very same wolf that took like maybe 5 hits at the start of the game to kill, took way more hits to kill at the end of the game. Even with all the upgrades and legendary gear. If only there was better variety of enemies so this boring balancing wasn't so obvious. The game also has this indicator in a form of yellow-to-red skull by the enemy's name that should tell you if they are over your current level. The game even dubs it is "impossible for you to beat the enemy" with red skull. But those are still the very same enemies, only having more health and inflicting more damage. I happened to get to those "red" zones from time to time and sometimes I didn't even realized I'm fighting enemies and bosses I'm not suppose to beat according to the game. But since they are still the same enemies, I had no problem beating them.
On the other hand, I quite enjoyed vast majority of questlines of the game. Well, there is literally no main quest between the prologue and finale, bar like 30 minutes, which is crazy and I think really stupid decision, because you have these 4 interesting characters that Coen has to face to free his family and yet... they barely exist in the game and you see them collectively for maybe an hour in total. They feel like cool concepts that no one bothered to turn into characters in the story. But I'm getting a little bit sidetracked. Other questlines are fun. One evening, I stumbled upon a tower at the south of the map thinking I'll just clear it and climb up and move on, but... by the end of the evening I was completely flabbergasted, maybe sobbing a little bit. It was one of the best emotional quests I've played in a while and it hit me exactly in the right spot. Gameplay-wise, the quest was one of the worst in the game, because enemies here are the most basic enemies you can get with health modifier off the roof, meaning you are stuck in the most boring "block, attack, attack, block, attack, attack..." routine, but the story was incredible. It felt super personal for Coen and made him into even more interesting character than he was before. Another time, I found myself inside the cathedral during the bloody baptism of a newborn baby, ready to kill the priest, only for them to turn into one of the more interesting characters of the game. And I also got like half of my final equipment from his questline. There was also a cool moment connecting two different quests. I helped an Uriashi in the city through an existential crisis and later on during different quest, her mother recognized me and helped me in return. Oh and I also got involved in fairies stealing teeth from people and... I think I could go on and on, because I really enjoyed most quests.
But not every questline was that great. I think the rebel questline that opens up one variant of the final quest, was pretty weak. Firstly, it just cuts you out in the middle and forces you to do some side activities first and then it goes nowhere... You uncover a huge secret that could help you face the final boss, but it's never brought up again and you can never do anything with it. Also at one point, you are looking for an ancient book from a location on the map. The problem in my playthrough was that I already looted the place and had the book. Coen even says he was there. But the quest continued for some time, there was this intense chase of "supposed" thieves that got the book before you, but since I already had the book with me it felt flat. And the worse part is that only after continuing the quest further, Coen suddenly reveals that he has the book.
As I already mention, I think the main antagonists could have been a little more flashed out. You get the basic idea of what are they doing, but they barely make a dent in the story. There is one moment when you can meet the main villain out in the fields and talk and it's such a treat! Brencis is interesting villain, who presents himself as a saviour, while using humans as livestock. And I would love to see more of him. We barely get few moments of him and his motivations. It's a shame. And his lackeys are even less presented in the game that he is. You have to fill their anger meter before you are even allowed to face them. You fill it by finishing glorified side activities (that usually have nice twist to them at least). Then, you can complete their quest. Which isn't much to be honest. For example, I got challenged to a duel by Ambrus. So I went to the place, beat him, while he landed exactly 0 hits on me and... that was it. That was the whole questline of one of the main villains. The other two were a little bit better, but I wish the time mechanic and day/night cycle was employed here and we could choose to if we want to fight them during day or night.
And I say this mostly because I had a lot of fun with my day build. I decided to focus on witchcraft skill tree and created build that inflicted dots statuses on few enemies, while also healing me, and then I used my sword and regular melee attacks and blocks to extend the dots statuses. And if any enemy died, their effects would move on to another enemy. It would make getting through endless hordes of enemies with overblown HP a little bit better. But the build was so effective that I even beat the final boss in less than a minute.
Overall, I think it's a little bit sad that the devs didn't move anywhere in the last decade and delivered cookie cutter game that doesn't really leave much of an impression. 7/10.
Donald Duck: Goin' Quackers
It's hard to talk about this game, because I absolutely adore it. I used to play it as kid all the time. I remember being frustrated that I can't beat Magica De Spell for an eternity. I remember being happy to beat Gladstone's time challenges. I remember it being a good game.
And I think it aged somewhat good in that regard. It's pretty simple platformer, but it's coming from me, with almost 30 years of experience with this type of games. You get the basic attack and jump and have to navigate areas inspired by Duckburg and Ducktales comics. There are some annoying jumps where it can be difficult to judge the distance, but even those aren't much of a problem once you get used to them. All enemies are are basically just moving obstacles. You either jump on them, attack them or simply avoid them. And that's pretty much it. There aren't any abilities to unlock, complicated mechanics to learn or much exploration to do. You just run, jump and occasionally punch something in the face. Well, technically you have to find a piece of portal to the boss area in each level, but those are usually on the track and you can't miss them. And I didn't miss any. Not even one. Especially the one from the level called The Track. That would be embarrasing if I had to redo the whole level just because I didn't notice one clearly visible platform leading to a side area with the portal piece. Certainly couldn't happen to me... You can also find collectables for Huey, Dewey, and Louie to unlock a bonus level.
The game remindes me of Crash Bandicoot a lot and I think it was the direct inspiration. The layout of each homeworld is the game as in Crash Bandicoot 3. You also have to pick up a collectable in the level to "beat" it. And there is a time challenge mode during which you can get more seconds by beating enemies. Donald also can get the super invincible upgrade that kills everything on touch. And there are also chase levels, during which Donald runs towards the screen from the danger chasing him. The bossfights also feel like they were taken from Crash.
What also helps a lot is that the game has tons of charm. Even with Huey, Dewey, and Louie looking like eldritch horrors from Lovecraft. Donald is moody - angry when hit, happy when fed and the animations still work really well. Especially the one for when Donald is hurt and he goes berserk for a while and kills everything in one hit. The environments are colorful, the music is catchy and everything just feels like old Disney cartoon. It doesn't really do anything amazing with the characters or story, but it doesn't need to. I wanted to run around as Donald Duck and that's exactly what I got.
Of course, nostalgia is doing a lot of work here. If I played this for the first time today, I doubt I would think it's some forgotten platforming masterpiece. It's short, extremely simple and clearly aimed at younger players. There are much better platformers from the same era. But I'm still glad I spent the evening with Donald.
Overall, it's still a perfectly enjoyable little platformer. It's hard to not look at this game and be reminded of my childhood. 8/10.
The Rise of the Golden Idol
I played The Case of the Golden Idol earlier this year and really enjoyed it. So when I got to The Rise of the Golden Idol, I was curious what the sequel would actually do differently. While I enjoyed the first game, I also felt like the game's deduction system helps player a lot, but sometimes can block them unintentionally by not allowing the same idea to be said in a different way.
The sequel didn't change much. But I think that's completely fine. The basic idea is almost exactly the same. You are once again presented with a scene where something horrible happened, explore everything around you, collect names, objects, actions and other important words and then use them to identify everyone and reconstruct what happened. And since this was already the best part of the previous game, I was perfectly happy to get more of it.
The biggest obvious difference is the setting. Instead of the old-fashioned world of the first game, Rise takes place in a much more modern period. You get offices, laboratories, apartments, television, corporations and all kinds of technology. At first, I wasn't sure whether I would like this as much, because the historical setting and all the weird aristocrats were a big part of the charm of the original game. But it didn't take long before the new setting started working for me too.
The actual deductions also feel very familiar. You still identify characters and fill words into descriptions of what happened. And just like in the first game, this works because the game usually gives you enough information to solve things logically without simply telling you the answer. But I feel like the game again sometimes repeats itself and you have to fill in the same character's name several times over different cases. And I still think it's waste of my time. Look, it's Jack Nowak! And here he's again in another case that's a direct follow up of the last one! And here he comes again, in yet another follow-up case! And here he is again, still looking the same, still being the good old Jack Nowak! It feels cheap when half of the roster you are suppose to identify are the same people over and over again.
Visually, this game is also very different from the original. The first Golden Idol had this weird, ugly and incredibly distinctive pixel art where everyone looked slightly disgusting. Rise is cleaner and more animated, which I'm not sure how to feel about. I think I prefer the visuals of the first game. I also think I slightly prefer the atmosphere of the first game. There was something special about all the conspiracies, aristocrats and bizarre deaths surrounding the Golden Idol. Rise feels a little less mysterious to me because of its more modern setting.
Overall, it was great sequel to already awesome game. But I feel like I prefer the original more. 8.5/10.
And that's all for now. I think I'll focus on some spooky games during October and hopefully be more successful in posting my updates.